being able to bounce weapon sets for intelligent purposes is a key element to making the concept work; not forcing players to use exploitative feeling rhythms, the necessity of global cooldowns, the comfort and flexibility to adapt when needed is important.
there are 2 difficult to identify but major mechanics
the first is the layerd option of (Q), allowing the possibilty to quickly follow a (Q)/(W) with another (Q)
the second is the cross hatch capabilities of Shield (Q) and Axe (W) //// Shield (W) and axe (Q). while managing the obvious need to maintain one weapons sets own Q, W synergy.
And all of this (crosshatch, linear combos) also has to be reflected in the talent selection.
from a basic level and moment to moment management - Axe Q with refresh allows you to easily proc the trait and get some extra clearing power. while shield (Q) negates a big shot and charges block.
Axe (W) is designed to benefit those who are willing to press their luck. So managing your (Q) cooldown refresh for a weapon switch can be a good way to get yourself out of trouble. Alternatively, starting from the shield (Q) you could use the AoE counter slow to to freeze pockets of players, long enough for a switch and setup. Using axe (Q) refresh to generate movement speed, can also augment axe(W) self slow.
the basic pattern that at some point needs to be accommodated for all abilities.
1Q -> 2W
2W -> 1Q
2Q -- 2W ->1Q
1W -> 2Q
2Q -> 1W
1Q -- 1W -> 2Q
1W -> controls position and applies a long term dot with an optional 10% vulnerability, which can pretty good set up for drawn out single combat
2Q - > can be single target damage with good sustained dps
2Q -> can also drop cooldown burst / aoe. notice when its a Q before a switch, its often advantageous to drop the full cooldown.
1W -> the aspect of a fixed "maintain spacing", can greatly increase your position without playing on the target distance... allowing charge to free up body blocks without serious game-balance concerns. also a bleed can be nice after dropping burst
1Q opener - no better way to start control & sustain dps, then with picking off their best damage spell. -- 1W -> 2Q
When sticking closer to a tanking role; more shield/ slow CC and vulnerability/ pursuit damage .. can be used as very interdependent team skills, for the right comps.
when sticking closer to a dps role, the early basic attack talents synergies with rather then replace axe talents.

props to Doneplay on deviant art for the amazing drawing. hope he doesn't mind.
maybe a modified version of this, with the soulstone already in place, the D1 broadsword graphic, and some brown cloth component; face wrap, short cloak and hood, half wrap, loincloth, half tabard, coat tails.. kinda thing.
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